Posted
by
samzenpus
on Sunday January 17, 2016 @10:33AM
from the I'm-back dept.

jones_supa writes: Legendary game developer John Romero took to Twitter to spread the word that he has made a comeback to the world of Doom by designing an all new level. Romero's return to the game that jumpstarted his career in game development is a fun little Friday surprise for developers, especially Doom enthusiasts, some of whom are thanked in the readme file accompanying the level. The new level, E1M8B (ZIP), is described simply as "My Boss level replacement for e1m8...22 years later." E1M8 is, incidentally, the final level of Doom's first episode, Knee-Deep in the Dead.

Yes, take this map that was created and balanced for the base doom engine by one of the original designers (visplane overflow limitation aside), and play it with a mod that takes out the entirety of doom's gameplay and replaces it with a ton of resources cobbled together and stolen from 500 different products.

The recommendation of Doom Legacy is a bit bizarre, that engine was all but abandoned years ago as far as I know. There are more sensible ways to play this map:

And if you want some window dressing to update the way the game feels, perhaps perkristian's smooth weapons (https://www.doomworld.com/vb/doom-editing/46131-smoother-weapon-sprite-animations-released/) or sound/music (http://www.perkristian.net/game_doom-sfx.shtml). Or Smooth Doom by Gifty (http://forum.zdoom.org/viewtopic.php?f=19&t=45550).

I just finished playing it in my old Doomsday Engine in a very old, updated Windows XP Pro SP3 with enhancement mods. Wow, it was so fun for a hour. Even though Doomdays crashed thrice due to shotgun models, it was still fun. Hard too! Lots of traps and tricks.:O Romero, more please. Hey, at least I played a game again!;D

A lot of things we do daily are simple, but it took some geniuses over hundreds (sometimes thousands) of years so that we could get them. No to mention the huge civilization regressions (ever heard of the Antikythera mechanism?)

When Doom came up, I literally lost one or two nights of sleep just marveling at such a work of art in programming. Of course, nowadays my standards got a little higher, but back then I was surprised at how much could be do

The view bounces heavily up and down in Doom when moving. Also the weapon swings from left and right in a longer arc than in Quake. Those would be the main reasons if I would have to make a bet. Doom is more wobbly.

It's because you're experiencing a disconnect between your sight and your inner ear. Your eyes tell you you're moving, but your inner ear (where your sense of motion and balance is located) says you're not. The same thing happens in cars. The car's ride is smooth but not entirely motionless, so your inner ear's sense doesn't match up with what you're seeing out the window or what you're seeing on the inside of the car. This disconnect produces what we call "motion sickness". Various external factors ca

I became a video game tester and lead tester in my early 30's. My team always got assigned the older testers — including an actual grandfather — because the younger testers don't know how to deal with adults who had actual responsibilities outside that didn't include video games, tech toys and booze.

Um, no. You could strafe with dedicated keys on Doom right from the very first shareware release.

Besides, the level looks like a lot of fun. It is huge so i don't know how well machines back then could've coped with it, but it certainly captures a lot of the style of the Doom 1-era design. Doesn't feel like a homebrew at all.

It is huge so i don't know how well machines back then could've coped with it, but it certainly captures a lot of the style of the Doom 1-era design.

When I started working on my unpublished Quake 2 64-player DM map in the late 1990's, it took seven hours to compile on a K6-2 500MHz processor and 128MB RAM. The last time I compiled the map on my AMD quad-core 3.2GHz processor and 4GB RAM, it took less than two minutes. That's the nice thing in working on old retro games with modern hardware these days.

There are a few game developers I would describe as "legendary", like Shigeru Miyamoto, Sid Meier, Will Wright, Roberta Williams, maybe even Peter Molyneux (over-hyping and under-delivering aside). John Romero is famous, but hardly legendary.

You have any proof for that slander you're slinging around? [shacknews.com] He's pretty well known for being a super nice, soft-spoken guy. And you realize he doesn't actually own the IP for any of those games, right?

You'll notice that Molyneux came with a big asterisk. I'd say he earned his stripes early in his career with a number of excellent games, and has since produced well-received, competently designed games, even if they were ridiculously over-hyped. The man's biggest problem is that (apparently) he can't shut up about speculative features that may not even make it into the final product. He's probably the one that's hurt his own legacy the most, so I'd say it's questionable whether I'd put him with the othe

John Romero was working on Daikatana when Quake 2 came out. One of the reasons why Daikatana got signficiantly delayed was because he switched from the Quake 1 engine to the Quake 2 engine. No way was he going to release a game that was a generation behind the latest game from John Carmack. And the color lighting in Quake 2 was so cool!

I launched Doom95 on Windows 10 and it couldn't launch. First there was missing dplay.dll and after fixing it was issues with doomlaunch.dll. It ran very well on Windows 7. Any clues on making it run on Windows 10?

You know how sometimes if you're working collaboratively on a big project, there's maybe a double-handful of people working really hard at their piece of the pie?

And then there's this single brilliant guy that really leads the team by example, connecting those pieces and developing the cutting edge technologies that everyone else is going to implement to make a terrific new product?

And then there's that ONE guy; the one that does pretty much fuck-all but somehow manages to suck all the ai